SpringThing 2025 Works In Progress Update Thread


Above is a graphic with the text ‘SpringThing 2025’ in a white script font with a dark pink drop shadow on the right. To the left, three hands are laid overtop one another, over a mint watercolor splotch. The image’s background is dark green foliage, with some decorative, paler plants at the lower right.

I’ve seen that a handful of familiar faces are planning on entering the SpringThing this year. I know that I’ve certainly been pestering my friends with the occasional update on how progress is coming along, and thought it might be fun to have a little space for people to share if they felt so inclined.

Of course- bear in mind the rules about not releasing content to the public in advance of the competition- but if you’ve had a good writing day, want to chat about some of the research you’ve been doing, or groan about writing being particularly tricky: feel free to share.

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I’ve been switching between cursory research for Cuspid and writing- usually circling back around afterwards to fill in the missing pieces. Generally, I don’t need to consult too many external resources while writing, but it’s been awhile since I’ve written anything set in space, and those late night writing sessions sometimes yield silly search queries. Here’s some recent ones I’ve had:

session one searches:

  • good massage oil smells
  • basic ppe for soldering
  • what are trichomes
  • how to shave facial hair
  • anatomical terms etiquette
  • how to use a straight razor
  • cave diving
  • how to inject testosterone

session two searches:

  • how fast do vines grow
  • do swimming trunks have zippers
  • mesh netting in swim trunks
  • hot tub anatomy
  • necklace ring holder
  • term for wraparound skinny desk
  • carrot slices name shape coins

session three searches:

  • astronaut psychological evaluation components
  • psychological select out screenings
  • counterproductive work behaviour profile
  • integrity/honest test example questionnaire
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I made these scribbly relationship charts awhile ago to show Grayson, and they were helpful at the beginning when I was still figuring out what the characters’ dynamics were.

Pretty useful if you’re managing larger casts, and a good check to make sure that everyone has at least one significant (platonic or romantic, positive or negative) relationship to give them an anchoring/justification for not simply being rolled into another character to trim down unwieldy cast sizing.


Above is a diamond shaped arrangement of circles with the character’s name: Max on blue to the left, Alderose on green on the top, Ezra on purple to the right, and Laurence on orange at the bottom. Arrows are color coded: red for love, pink for friends, black for dislike.

Mutual friendship exists between Max and Dr. Alderose, and Max and Laurence. Laurence and Dr. Alderose are mutually in love. Ezra and Max, and Ezra and Dr. Alderose mutually dislike each other. Laurence is friends with Ezra, but Ezra is in love with him single-sidedly.

Above are the names in a circular arrangement, with Max in blue to the left, Dr. Alderose in green on top, Ezra in purple on the right, and Laurence in orange at the bottom. It describes their sentiments towards one another more in depth, and in vaguely their own voices.

Max: “work buddy” to Dr. Alderose, “fuck this guy lol” to Ezra, and “my friend :)” to Laurence.

Dr. Alderose: “Esteemed Colleague” to Max, “(Unethical) love of my life” to Laurence, “Irritating” to Ezra.

Laurence: “yayyyy bestie my meowmeow” to Max, “Love of my life” to Dr. Alderose, “Co-pilot, friend” to Ezra.

Ezra: “tolerable, on thin ice” to Max, “Who the fuck does this guy think he is” to Dr. Alderose, “I want you carnally dead or alive I don’t care” to Laurence

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I saw my name in there and for a second was thoroughly confused, lmao. Looks interesting!

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Makes me think of Homestuck.

I’m curious to know which system you’re using to develop your game. My apologies if you’ve already mentioned it elsewhere; I couldn’t find the information.

No worries! I’m putting it all together in Twine, using the Sugarcube format. I draft in Scrivener, and keep track of my writing progress in Trackbear to spit out pretty graphs with minimal processing required on my end. I am however using an outdated form of Twine, just prior to the UI change to a right aligned textbox. Any silly pictures I’ve drawn are just using FireAlpaca to doodle in, including the cover art:


Laurence’s face is half in frame on the left hand side. He has dark, wavy hair, dark, de-saturated purple eyes, and a medium skintone. His right cuspid (or ‘canine’) tooth peeks out of his mouth. He is wearing a furry, fluffy dark coat over pale blue scrubs. Behind him is a grainy, brownish galaxy print, with a pink cluster in the centre, dotted with white stars. The title, Cuspid, is handwritten in pale pink, and shadowed with contrasting white, on the right.

Also Max, haha, if it helps, the character’s full name is Maxine- she just prefers to go by a nickname. It’s a little nod to one of my favourite characters from another work, who is named Maxwell.

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Thank you for your detailed response, it’s very interesting. Let me return the favor: for the Redglower - First Veil project (my WIP), I’m using the latest version of Inform and Zim to organize the materials for the worldbuilding (it’s a wiki). I don’t plan to include images or sound for now, except in rare cases where it might be necessary to aid the story’s understanding (with the appropriate descriptions in text format).

As for publication, I’m not sure if I’ll have the time to create a web format—that’s something I don’t know how to do yet, as I’m just starting out. Perhaps this first episode will only be playable using an interpreter like Lectrote; we’ll see. I also use Scrivener for drafting, but that’s more theoretical at this point. In practice, I usually write directly in the code because there are so many substitutions or conditions that govern the display of text, and it’s more time-efficient for me to work that way. Finally, I’ve started using GitHub Desktop for version control, and that’s thanks to this forum.

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Might be 2k more words of text and some images. This one is almost complete unless the next round of testing goes poorly.

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First feedback on my WIP, very positive, which I’m sharing not to boast, but to express, if need be, that a methodology that is not at all organic, but rigorously planned, is possible with Inform and its rules (vs. objects) orientation. I don’t know much about programming, but I do know a fair bit about creating worlds and plots, so perhaps this half-naive explanation will be of interest to someone.

I’ve mentioned here and there an approach, not very original in game design in general, consisting of encoding a set of world-model rule(s), closely linked to the fictional universe, then the world setting (the spatial conformation of the world, its lore), and finally the story, the tip of the iceberg in contact with the player’s imagination. In this order.

Why go through all this? Because in my case, I’m embarking with a great deal of pretension on a series of successive complete stories, with a metaplot and progressively more complex lore. This means being able to reuse code not strictly linked to the story, maintaining it separately (versioning, improving) and limiting the use of third-party extensions to keep the code under control during major changes (including the new Inform release, which I’m told is scheduled for January 2025 - French humour, sorry).

During the transition to the third phase of the cycle (the story itself), I experienced 2 weeks of this: it was a bit like the moment of truth.

Now, not everything is perfect of course, there are still things that need to be improved to be (automatically) told in a more fluid, more natural way (although sometimes I find that the slightly mechanical side of the parser is part of its charm). Sometimes (often!) I’ll have to make do with something that works quite well for the time being, rather than something that could be better but doesn’t yet work very well. And then I’ll have to spend some time customising the default responses and hardening the code against circumvention attempts (following the advice given in this thead, for the moment in French, but with @stormi 's permission, I’ll derive a list of checks in English during January). The aim is to start playtesting in the beginning of February (I’m lucky: I know several English-speaking volunteers personally). But the main thing I want to say about my experience is this: it’s working. It’s really working. For several days now, each code session has been 90% story, description and plot, and 10% technical. And that 10% of technical stuff reinforces the idea I had of my codebase for the world model: closed to modification but open to evolution. And that’s really cool! Because my work now is to concentrate on the most enjoyable part of the project, and I know I’ll be ready for the Spring Thing! Of course, I don’t claim to equal the best authors, but it’s cool to offer something that comes from our imagination to an audience that’s curious about other people’s imaginations…

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